• Fallen Empire

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    SchulzS
    @alkexr I was trying to make upkeep as visible source in the purchase screen in my map like that but couldn't find a way because its not a resource. I am using <option name="createsResourcesList" value="-x:PUs"/> tag to represent upkeep. Wondering is turning into supply like this system the onyl way to make is visible?
  • Fixed Scenarios from the Repository

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    RogerCooperR
    @ff03k64 I don't remember exactly. With the way TripleA runs now, it easy to find which images are missing.
  • Oztea 1942 needs to add "Original Owners" for territories

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    B
    @JOSEPH-PRINCE border-gore is aptly named lol I think i got em all. Uninstall and reinstall and you should be good to go. I added a notification at game start with version and date as I didn't do a yaml PR. I must of spaced it's own thread so we'll just make this it for the future
  • world at war with red dot units

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    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

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    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

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    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

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    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

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    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

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    F
    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

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    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

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    F
    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

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    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.
  • World War II v5 1942 Second Edition

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    SchulzS
    I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies. I think it would be better with Italian presence and reducing armour cost to 5.
  • Air battles question

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    wc_sumptonW
    @ff03k64 In the unitAttachment there is the 'canAirBattle' option. Setting it to 'true' should allow those unit to participate in air battles prior to the normal ground battle. Cheers...
  • 0 Votes
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    @eregister I looked at that save. The USA player doesn't have the buyTank production rule. Looking through the history, it doesn't show a trigger having run after the armour technology was gained. I looked at other turns when technologies were purchased and I don't see any triggers running after the technologies were purchased. I played one round where I used "edit game" to give the armour technology to USA. After the technology activation phase, the history showed the trigger having run. What version are you using? And could you make a save on the turn after you purchase the armour technology?
  • canNotTarget/canNotBeTargetedBy on Attack/Defense

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    RogerCooperR
    @Trevan That looks like a good generalization of the AA rules.
  • New Scenario: Axis & Allies & Zombies (AAZ)

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    RogerCooperR
    Here is the fixed version. AAZ.zip
  • CanalAttachment not Working

    canalattachment
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    wc_sumptonW
    @RogerCooper I did not find a connection between '18 Sea Zone' and '29 Sea Zone' for 'Suez Canal'. Also there is no connection between '20 Sea Zone' and '12 Sea Zone' for 'Panama Canal'. There is a connection between '18 Sea Zone' and '19 Sea Zone' for 'Turkish Straits'. Maybe adding the following connections will help. <connection t1="18 Sea Zone" t2="29 Sea Zone"/> <connection t1="12 Sea Zone" t2="20 Sea Zone"/> Not sure just guessing here. Cheers...
  • No relief tiles

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    TheDogT
    @ff03k64 Im on Windows 10, Java 11.0.6 and AAA=2.3.21895 I too had to dl it, it works for me, I too have never played it.
  • Is 1941 better year than 1942 for WWII scenarios?

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    RogerCooperR
    In general, 1941 has more options than 1942, while 1940 can have too many options, making it hard to balance the game. On my Wiki here my articles by year (not all are scenarios) 1937 5 1938 0 1939 124 1940 73 1941 204 1942 233 1943 11 1944 21 1945 16

Recent Posts

  • Step 8 Balancing the Game

    Balancing Axis & Allies style games is a difficult task. For example in V3-1941 the Allies are ahead in every measure, but the game is reasonably balanced.

    Production 120 to 58 Starting PU 113 to 58 Units 124 to 105 TPV 696 to 645 Objectives 12 to 6

    This is typical of A&A games, that units and TPV are close between the sides. However income obviously matters in the long run. Furthermore, vulnerable territories of the Status Quo players may actually work to the benefit of the Aggressor.

    As a starting formula I have:

    Production x 3+ Starting PU's + Units + TPV - vulnerability penalty - delayed entry penalty

    The vulnerability penalty is x3 the income of vulnerable territories + factories in vulnerable territories.

    A territory is vulnerable if they are owned by Status Quo country that is active at the game start and that is adjacent to an Aggressor country that is active the game start.

    The delayed entry penalty is 10% of the TPV for each turn past 1 of delay.

    To balance the game additional units (and starting PU's) are added to the aggressors if they are behind and additional income to the lead status quo power if they are behind.

    Units will be randomly added to territories with a weighting equal to value+1. The chance of a specific unit will be proportional to the inverse of its cost.

    In either case units will have the build caps equal to 120/cost to prevent ridiculous builds by the AI.

    read more

  • Step 7: Starting units and resources

    I will create a standard setup largely derived from the 1941 scenario. The units will be handled by territory, so they may be controlled by a different country than in the standard game.

    In all standard A&A games, the starting resources are the same as the starting income but there is no reason to mandate that. I will likely vary with higher values for the lead aggressor and lower values for delayed entry countries.

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  • Step 6 Order of Play
    The lead Aggressor always goes first. Alternate Status Quo and Aggressor countries, randomly chosen. There will likely be a bunch of Status Quo countries at the end.

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  • Post removed, wrong thread.

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